Changes in SeafaringImplementation
Editor Comment
update and expand
Revision Differences of Revision 7
### Related links ¶¶
* Forum discussion: <http://wl.widelands.org/forum/topic/503/> ¶
* Launchpad blueprint: <https://blueprints.launchpad.net/widelands/+spec/ships> ¶
* Launchpad bzr branch: [lp:~widelands-dev/widelands/seafaring](https://code.launchpad.net/~widelands-dev/widelands/seafaring) ¶
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## General Idea ¶
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This blueprint is meant to provide a step by step implementation guideline for: ¶
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1) Shipyard buildings ¶
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* Kind of building + input + worker type ¶
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1b) Workers of the shipyard building -> production programs ¶
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2) Ships ¶
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* What type of map object is this? ¶
* What should it be able to do? ¶
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3)
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* What building type (child of warehouse ? ) ¶
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4) Expedition and building of new settlements ¶
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* How to handle? ¶
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* if yes, should the rowboats b
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### Sh
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* The shipyard is
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*
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* Should there be different kind of ships? Small, medium and big merchant-ships? What about conquering harbour buildings of the enemy?) ¶
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### Worker shipwright -- implemented ¶
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implemented: ¶
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* The shipwright costs 1 hammer + 1 carrier ¶
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### Ships -- partly implemented ¶
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implemented: ¶
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* The "ship construction sites" is
* Once the ship construction site reaches 100% it is transformed to a mapobject of type "ship" ¶
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to be implemented: ¶
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*
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#### Ship
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to be
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### Rawboats
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to be defi
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### Port
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to be